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Posted (edited)

@kurokoi1 Nice, thank you! The great work done on Mod Fixer makes this game much more enjoyable.

I'll be waiting for Cartethyia fixes, as well as Camellya and Verina since I'm using them in the overworld

If anyone finds an accurate, fully nude F Rover mod that works in 3.5, would they mind mentioning it here?
I had a hard time finding one with normal proportions even before the update that didn't have some issue like the gourd not being hidden.
Please and thank you ^^

Edited by Aphrødite
Posted
29 minutes ago, Aphrødite said:

If anyone finds an accurate, fully nude F Rover mod that works in 3.5, would they mind mentioning it here?
I had a hard time finding one with normal proportions even before the update that didn't have some issue like the gourd not being hidden.
Please and thank you ^^

Same, I Like these ones, had mine for like a year so its sad its no longer usable and need a new one, cant remember where it came from either.. XD

Posted (edited)

Checked through all the mods and everyone (including NPC's) are broken, at least texture wise, models for them are fine as that seems to still render the ones that dont however is the one everyone talks about Rover but it also completely changed YangYang's model, her one, like Rover, is completely gone...

Oh, Sigrika and Chisa seems to be fine, nothing seems broken for them.

Edited by eightballblaze
Posted (edited)
7 hours ago, OldSoul99 said:

Hmmm I double click it but nothing happens

maybe your pc is missing or corrupt something,That happens to me with the reload2 needed to load mods in Granblue Relink

Edited by kurokoi1
Posted

Does anyone have the mods for this series? I stopped playing a long time ago and wanted to get back into it today. The mod I saved from before is version 2.3, and it looks like it doesn't work anymore.camellya.png.0948d80dae3ca38e388b4d1792cad229.pngchangli.png.0ad1e493d3e3c87faba5595b2d7e5454.pngyinlin.png.2581967ffe9a83ab8a49855e76b3ce6a.png

Posted
Just now, daihao123 said:

Does anyone have the mods for this series? I stopped playing a long time ago and wanted to get back into it today. The mod I saved from before is version 2.3, and it looks like it doesn't work anymore.camellya.png.0948d80dae3ca38e388b4d1792cad229.pngchangli.png.0ad1e493d3e3c87faba5595b2d7e5454.pngyinlin.png.2581967ffe9a83ab8a49855e76b3ce6a.png

i don't know whether the author still play this game and i seem to remember the author was in old tg group to release these mods

Posted

a8a44bd807080635306027eb7fcf60db98ed37b8377947255c9c15c5c3f20db4.png
o all the kind-hearted people out there: despite language barriers and time zone differences, would you be willing to share this mod with me?

Posted

So after uhhh, god I don't even know, 15 hours maybe? Somewhere around 15 hours or so, I finally managed to solve fuzzy matching and conditioning for the Loading Screen mod so now it no longer needs Loading screen hashes.... AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHH sorry.

 

It's a whole thing... a slow and painful thing.

 

Spoiler

So okay, what is fuzzy matching?

Instead of using a texture hash to replace something directly, I search for resources that match a set of input parameters. In this case, I'm looking for BC7 1440p textures with 1 mip, which narrows things down quite a lot.

From there I can write out replacement code like a normal texture override, but instead of only applying to a single specified asset, it applies to anything that matches all the parameters, so instead of having to look for 200 different loading screen hashes, I now have them all contained within a single texture override. Neat right?

 

Well not exactly. On paper it sounds excellent, but in practice, well fuzzy matching can only go so far, it's only able to parse the differences of resources based on a limited number of parameters, so what if 2 different textures match the fuzzy match? Well then you have to start manually separating them with more traditional detection parameters.

 

So what is actually being caught by the fuzzy match? All loading screens, several event tab backgrounds, boss challenge/forgery challenge backgrounds and the most annoying one of all, the black vignette on the map screen.

 

Now, any reasonable person would just add a condition to the fuzzy match that only allows replacement when the loading screen is active using a detector unique to the loading screen, that's of course what I tried to do as well, but we run into an issue called the draw order. Draw order is exactly what it sounds like, and the first item in the draw order is the background itself, from there various other parts of the loading screen are drawn on, but the fact that the actual loading screen itself is done first is a HUGE problem.

If I setup a detection condition using something drawn AFTER the loading screen itself, then there's a slight delay where the default loading screen will get caught in loading lag and display for like 20 frames or so before swapping to the custom loading screen, so I can't afford to use regular detection because it's "too slow." Instead, I had to get a little more creative with trying to detect the exact moment the loading screen was active.

 

Lets split this into 2 categories, the pain in the ass and the rest.

 

Why was the map vignette a HUGE pain in the ass? 

Due to asset layering, the vignette is on a high up layer which means that replacing it will cover up the entire map, it's part of the fuzzy match so that's exactly what happened. In order to get around this, I need to be able to disable the texture replacement while the map is active, easy right? Just get the texture hash of the vignette and add a condition to the fuzzy match that turns it off when the map is on.

Well it turns out that the map doesn't just go away when you teleport somewhere, there's a short lingering period where ALL of the map assets are still active even though they're not visible, they're just sitting below the loading screen instead and if I turn off the texture replacement while the map is active, it means there's an overlap period where the loading screen won't be replaced and you'll instead see the default loading screen, then it'll suddenly and jarringly snap to the custom one. Obviously a BIG no no.

 

Fast forward about 14 and a half hours later of trying to bypass this, including all manners of skips and detection, trying to create asset counters via the shader hashes to differentiate the loading screen from the map, bargaining, begging, getting really angry at it, I eventually stumbled across a solution that even now, still doesn't make any sense to me.

 

While looking for unique identifiers, I stumbled across a PS hash that's only active when you click on a waypoint to teleport to it, a hash I was already familiar with and was actively using in fact, the sub UI shader hash and for some reason unknown to me, making a detector out of this shader specifically gave me the exact detector I needed to smoothly transition from map to loading screen without the loading screen bleeding into the map.

That was the biggest load off my shoulders.

 

Last thing to do was... well everything else. Due to just how many different menus were being caught by the fuzzy match, creating a unique detection method for each one would be complete madness so I needed to find something that'd solve all of them at once, though after over 14 hours I'd failed to do that with the map screen so despite having just taken a huge load off my shoulders, I was right back in the despair pit again with no idea what to do. I threw on a standard loading screen detector temporarily so I could do some timing testing stuff, but just as I was about to get started on randomly trying various detectors, I found the solution, WuWa's own shortcoming.

 

When teleporting from instance to instance, there's a very slight black screen before the loading screen kicks in, this isn't a texture or something, this is just a consequence of needing to reload the entire environment, there's loading lag associated with that and thus the black screen always shows up, it's how it was last patch and every other patch before that. This black screen covered the delay while the rest of the loading screen assets were drawn in, so instead of having a 20 frame flash of default loading screen, it'd be a black screen instead, and that was the solution.

Since the delay had essentially solved itself via the black screen, I could just use standard loading screen detection and it fucking worked seamlessly! All that misery just solved in a second! How fucking lucky is that...

 

Pretty much every instance of teleporting WITHOUT using the map, so like using the guidebook or entering a boss challenge or whatever has this black screen, the only method of teleporting without it is the map, which I already solved and so... yeah I was done... or well like 99% done.

 

I have to be clear though, while I've technically "upgraded" the loading screen mod by hopefully making it INCREDIBLY resistant to Kuro's attempts at breaking it, it's not 100% consistent, only 99% consistent. I've had a couple instances of the default loading screen popping in for a split second before swapping to modded and legit it just feels like RNG at this point, maybe something to do with loading lag. I also haven't tested how this works for loading screens out of a cutscene yet, since I haven't done the story, so I don't know if that's gonna be a problem or not.

 

I'm one person at the end of the day, so any amount of testing I do will never be enough to actually pick out all the weeds, the only thing I can do is release it publicly and try my best to squash any bugs that do appear while hoping that it's good enough. But yeah, given that this is gonna be Loading screen 3.0, I'm gonna do a refresh of the images and maybe the videos as well before uploading it later, then I'll finally be able to move onto ALL the other UI mods.

 

Sorry to keep you waiting and all that, I am but one guy.

Posted
6 hours ago, daihao123 said:

Does anyone have the mods for this series? I stopped playing a long time ago and wanted to get back into it today. The mod I saved from before is version 2.3, and it looks like it doesn't work anymore.camellya.png.0948d80dae3ca38e388b4d1792cad229.pngchangli.png.0ad1e493d3e3c87faba5595b2d7e5454.pngyinlin.png.2581967ffe9a83ab8a49855e76b3ce6a.png

Whoa! Would it be alright if you could drop the mods regardless? Thanks!

Posted (edited)

Hmm that woju fix didnt fixed Lucilla, Rebecca, Lynae mods :( Any1 noticed the same? It worked for Hiyuki, Chisa and Morney thou. If it's only the hash problem so why they are still broken? :( Just to be sure...I need to only change hsher with Woju fix right? 

Edited by Gibgibon
Posted
3 hours ago, Gibgibon said:

Hmm that woju fix didnt fixed Lucilla, Rebecca, Lynae mods :( Any1 noticed the same? It worked for Hiyuki, Chisa and Morney thou. If it's only the hash problem so why they are still broken? :( Just to be sure...I need to only change hsher with Woju fix right? 

It may not work for all mods. I had to swap to different mods for Lynae and Chisa because there were still errors with the ones I was last using

Posted

I'm just waiting for Moonholder's WuWa Mod Fixer to be updated to see how many mods are working then.

But since they're probably gonna release the whole thing at once unlike Woju, and all the characters need fixing, it's bound to take extra time.

Posted
9 hours ago, SuperSun21 said:

Whoa! Would it be alright if you could drop the mods regardless? Thanks!

Do you want these mods? But they don't work anymore. I took the screenshot in 2.3version.

Posted
11 hours ago, IncogACC said:

So after uhhh, god I don't even know, 15 hours maybe? Somewhere around 15 hours or so, I finally managed to solve fuzzy matching and conditioning for the Loading Screen mod so now it no longer needs Loading screen hashes.... AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHH sorry.

 

It's a whole thing... a slow and painful thing.

 

  Reveal hidden contents

So okay, what is fuzzy matching?

Instead of using a texture hash to replace something directly, I search for resources that match a set of input parameters. In this case, I'm looking for BC7 1440p textures with 1 mip, which narrows things down quite a lot.

From there I can write out replacement code like a normal texture override, but instead of only applying to a single specified asset, it applies to anything that matches all the parameters, so instead of having to look for 200 different loading screen hashes, I now have them all contained within a single texture override. Neat right?

 

Well not exactly. On paper it sounds excellent, but in practice, well fuzzy matching can only go so far, it's only able to parse the differences of resources based on a limited number of parameters, so what if 2 different textures match the fuzzy match? Well then you have to start manually separating them with more traditional detection parameters.

 

So what is actually being caught by the fuzzy match? All loading screens, several event tab backgrounds, boss challenge/forgery challenge backgrounds and the most annoying one of all, the black vignette on the map screen.

 

Now, any reasonable person would just add a condition to the fuzzy match that only allows replacement when the loading screen is active using a detector unique to the loading screen, that's of course what I tried to do as well, but we run into an issue called the draw order. Draw order is exactly what it sounds like, and the first item in the draw order is the background itself, from there various other parts of the loading screen are drawn on, but the fact that the actual loading screen itself is done first is a HUGE problem.

If I setup a detection condition using something drawn AFTER the loading screen itself, then there's a slight delay where the default loading screen will get caught in loading lag and display for like 20 frames or so before swapping to the custom loading screen, so I can't afford to use regular detection because it's "too slow." Instead, I had to get a little more creative with trying to detect the exact moment the loading screen was active.

 

Lets split this into 2 categories, the pain in the ass and the rest.

 

Why was the map vignette a HUGE pain in the ass? 

Due to asset layering, the vignette is on a high up layer which means that replacing it will cover up the entire map, it's part of the fuzzy match so that's exactly what happened. In order to get around this, I need to be able to disable the texture replacement while the map is active, easy right? Just get the texture hash of the vignette and add a condition to the fuzzy match that turns it off when the map is on.

Well it turns out that the map doesn't just go away when you teleport somewhere, there's a short lingering period where ALL of the map assets are still active even though they're not visible, they're just sitting below the loading screen instead and if I turn off the texture replacement while the map is active, it means there's an overlap period where the loading screen won't be replaced and you'll instead see the default loading screen, then it'll suddenly and jarringly snap to the custom one. Obviously a BIG no no.

 

Fast forward about 14 and a half hours later of trying to bypass this, including all manners of skips and detection, trying to create asset counters via the shader hashes to differentiate the loading screen from the map, bargaining, begging, getting really angry at it, I eventually stumbled across a solution that even now, still doesn't make any sense to me.

 

While looking for unique identifiers, I stumbled across a PS hash that's only active when you click on a waypoint to teleport to it, a hash I was already familiar with and was actively using in fact, the sub UI shader hash and for some reason unknown to me, making a detector out of this shader specifically gave me the exact detector I needed to smoothly transition from map to loading screen without the loading screen bleeding into the map.

That was the biggest load off my shoulders.

 

Last thing to do was... well everything else. Due to just how many different menus were being caught by the fuzzy match, creating a unique detection method for each one would be complete madness so I needed to find something that'd solve all of them at once, though after over 14 hours I'd failed to do that with the map screen so despite having just taken a huge load off my shoulders, I was right back in the despair pit again with no idea what to do. I threw on a standard loading screen detector temporarily so I could do some timing testing stuff, but just as I was about to get started on randomly trying various detectors, I found the solution, WuWa's own shortcoming.

 

When teleporting from instance to instance, there's a very slight black screen before the loading screen kicks in, this isn't a texture or something, this is just a consequence of needing to reload the entire environment, there's loading lag associated with that and thus the black screen always shows up, it's how it was last patch and every other patch before that. This black screen covered the delay while the rest of the loading screen assets were drawn in, so instead of having a 20 frame flash of default loading screen, it'd be a black screen instead, and that was the solution.

Since the delay had essentially solved itself via the black screen, I could just use standard loading screen detection and it fucking worked seamlessly! All that misery just solved in a second! How fucking lucky is that...

 

Pretty much every instance of teleporting WITHOUT using the map, so like using the guidebook or entering a boss challenge or whatever has this black screen, the only method of teleporting without it is the map, which I already solved and so... yeah I was done... or well like 99% done.

 

I have to be clear though, while I've technically "upgraded" the loading screen mod by hopefully making it INCREDIBLY resistant to Kuro's attempts at breaking it, it's not 100% consistent, only 99% consistent. I've had a couple instances of the default loading screen popping in for a split second before swapping to modded and legit it just feels like RNG at this point, maybe something to do with loading lag. I also haven't tested how this works for loading screens out of a cutscene yet, since I haven't done the story, so I don't know if that's gonna be a problem or not.

 

I'm one person at the end of the day, so any amount of testing I do will never be enough to actually pick out all the weeds, the only thing I can do is release it publicly and try my best to squash any bugs that do appear while hoping that it's good enough. But yeah, given that this is gonna be Loading screen 3.0, I'm gonna do a refresh of the images and maybe the videos as well before uploading it later, then I'll finally be able to move onto ALL the other UI mods.

 

Sorry to keep you waiting and all that, I am but one guy.

You are, WITHOUT A DOUBT the best person I have seen in a while, completely under appreciated and honestly I admire your dedication, Take your time and even if you upload it a few days later honestly I doubt anyone would blame you for taking a break. Your a Legend

Posted

Has anyone managed to fix the Chixia mod (not 'Chisa')?

I'm a complete newbie who only knows how to apply mods; I have no idea how to restore textures or extract models. I tried to fix it by following the tutorial in this link: https://gamebanana.com/tuts/20005
 

After turning on 'hunting mode' to find the hash values and spending about two hours struggling with Gemini to figure it out, it seems that the polygon count of the model itself has changed, making it impossible to fix just by modifying the 'mod.ini' file.
 

If anyone has managed to fix the Chixia model, I would really appreciate your help. Thanks!

Posted
On 7/9/2026 at 7:18 PM, Iran0utofnames said:

LOST MY 50 50 TO LINYANG AT HARD PITY. GONNA CRY MYSELF TO SLEEP

 

 

Fuck that guy, he's so useless lol

Posted
On 7/10/2026 at 5:43 PM, Adal01 said:

I'm currently fixing the portrait mod, it just a hash problem. So i'll fix all the characters I can and give you a list of the new hashes to help you with that.

 

EDIT : Here what i could get from hunting, hope it will save you a bit of time.

v3.5 portrait hashes.txt 1.36 kB · 3 downloads

Thanks for saving me a bunch of time, you do have a good few of the characters I don't so that also saves me some hassle, it's been narrowed down to 9 missing characters/skins

  • Brant
  • Carlotta Skin
  • Changli Skin
  • Chisa Skin
  • Jinhsi Skin
  • Jiyan
  • Lynae Skin
  • Mornye Skin
  • Qiuyuan

The update is live on GB.

Posted
1 hour ago, IncogACC said:

Thanks for saving me a bunch of time, you do have a good few of the characters I don't so that also saves me some hassle, it's been narrowed down to 9 missing characters/skins

  • Brant
  • Carlotta Skin
  • Changli Skin
  • Chisa Skin
  • Jinhsi Skin
  • Jiyan
  • Lynae Skin
  • Mornye Skin
  • Qiuyuan

The update is live on GB.

Forgot I could hunt for some character hash through some old events

Brant
6e709775

Jiyan

a5f75387

Posted
18 hours ago, SuperSun21 said:

Whoa! Would it be alright if you could drop the mods regardless? Thanks!

 

bro I manged to fix yinlin mod.And here is the mod.ini.Maybe it have some problem, but I will fix tomorrow. By the way, you need to install RabbitFx to support it.

 

yinlin.png.2581967ffe9a83ab8a49855e76b3ce6a.png

RabbitFX.rar mod.ini.rar

Posted
On 7/11/2026 at 6:48 PM, naukutil said:

a8a44bd807080635306027eb7fcf60db98ed37b8377947255c9c15c5c3f20db4.png
o all the kind-hearted people out there: despite language barriers and time zone differences, would you be willing to share this mod with me?

Yo, this one bussin. somebody share,,.

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